In action-genre video games, a basic action--such as attacking--requires the user to enter a quick command input. These inputs can be tapping a button or hitting a small sequence of separate inputs; they can be performed in a split second. For special actions, a game may draw out this process, requiring the player to delay finishing his input or otherwise preventing him from performing an action quickly, under the idea that the player is "charging up" extra energy for the attack.

Charged attacks come in many shapes and sizes, largely depending on the type of game, but there's two basic types:

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The Charged Attack is a type of SpecialMove in which the user must gather together energy before the attack can be unleashed.

In action-genre video games, a while most basic action--such actions--such as attacking--requires the user to enter a quick command input. These inputs can input be they tapping a button or hitting a small sequence of separate inputs; they can be performed in a split second. For special actions, a game Charge Attacks may draw out this process, requiring the player to delay finishing his input or otherwise preventing him from performing an action quickly, under usually this limitation is make up for with increased power behind the idea that the player is "charging up" extra energy for the final attack.

Charged attacks come in many shapes and sizes, largely depending on the type of game, series, but there's two basic types:

[[caption-width-right:225:[[BellisariosMaxim Let's just ignore]] how the ship fired [[WaveMotionGun a beam that many times bigger than itself.]]]]

In action-genre video games, a basic action--such as attacking--requires the user to enter a quick command input. These inputs can be tapping a button or hitting a small sequence of separate inputs; they can be performed in a split second. For special actions, a game may draw out this process, requiring the player to delay finishing his input or otherwise preventing him from performing an action quickly, under the idea that the player is "charging up" extra energy for the exertion.

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[[caption-width-right:225:[[BellisariosMaxim [[caption-width-right:225:[[RuleOfCool Let's just ignore]] how the ship fired [[WaveMotionGun a beam that many times bigger than itself.]]]]

In action-genre video games, a basic action--such as attacking--requires the user to enter a quick command input. These inputs can be tapping a button or hitting a small sequence of separate inputs; they can be performed in a split second. For special actions, a game may draw out this process, requiring the player to delay finishing his input or otherwise preventing him from performing an action quickly, under the idea that the player is "charging up" extra energy for the exertion.attack.

* 'Hold' type charge attacks. These require holding a controller button (or direction) for a set amount of time and then releasing it (or performing a final combination of button presses) to actually launch the attack. The button to be held is often the attack button, leaving the player defenseless while preparing it. As a result, depending on the game design and situation used, the charged attack [[AwesomeButImpractical may or may not be worth the time to prepare it]]--doubly so if charging the attack leaves the player unable to ''move'' or evade enemy attacks in the meantime.

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* 'Hold' type charge attacks. These attacks require holding a controller button (or direction) for a set amount of time and then releasing it (or performing a final combination of button presses) to actually launch the attack. The button to be held is often the attack button, leaving the player defenseless while preparing it. As a result, depending Requiring strategy on the game design and situation used, part of the charged attack [[AwesomeButImpractical may or may not be player as to wether the attack's strength is worth the time it takes to prepare it]]--doubly charge it --doubly so if charging the attack leaves the player unable to ''move'' or evade enemy attacks in the meantime.

* ''TabletopGame/DungeonsAndDragons'' 3.5 Edition's Player Handbook 2 had the spell Channeled Fireblast. You could select different casting times when casting (Instant, Standard Action, Full Round Action, Two Full Round Actions), with it gaining larger damage dice and a wider area of effect the longer you took.

* In ''VideoGame/XMen2CloneWars'', Cyclops's EyeBeams, Gambit's card attack, Nightcrawler's teleportation and Magneto's orbs can be supercharged by holding down the A button. Other X-Men lack charged attacks.

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* In ''VideoGame/XMen2CloneWars'', Cyclops's EyeBeams, Gambit's card attack, Nightcrawler's teleportation and Magneto's orbs can be supercharged by holding down the A button. With Cyclops and Gambit it resulted in a larger beam/more cards thrown and higher damage. For Nightcrawler and Magnito, it instead controlled how far the attack traveled. Other X-Men lack charged attacks.

* ''VideoGame/{{Tekken}}'' has Jack's [[MegatonPunch Gigaton Punch]], which is charged by repeatedly rotating the joystick. At full power, it is unblockable and delivers a OneHitKO.

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* ''VideoGame/{{Tekken}}'' has Jack's [[MegatonPunch Gigaton Punch]], which is charged by repeatedly rotating the joystick. At full power, it is unblockable and delivers a OneHitKO.OneHitKO to the [[TooDumbToLive idiot]] who stood there [[AwesomeButImpractical watching Jack swing his arm around for five seconds]].

* And, of course, following from the ''Marathon'' Fusion Pistol is the ''Franchise/{{Halo}}'' Plasma Pistol, with an overcharge shot that homes in on enemies and knocks out energy shields with one hit. Later there was the Spartan Laser, a shoulder-fired WaveMotionGun.

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* And, of course, following from the ''Marathon'' Fusion ''Franchise/{{Halo}}'':** The Plasma Pistol is the ''Franchise/{{Halo}}'' Plasma spiritual successor to ''VideoGame/{{Marathon}}''[='s=] Fusion Pistol, with an overcharge shot that homes in on enemies and enemies, knocks out energy shields with one hit. Later there was hit, and can temporarily disable vehicles. ** Some versions of the games' rocket/missile/grenade launchers allow you to lock on to enemies if you hold the trigger, with some also allowing you to fire multiple shots at once.** Both the Spartan Laser, a Laser (a shoulder-fired WaveMotionGun.WaveMotionGun) and the Railgun require each shot to be charged before they can be fired.** ''VideoGame/Halo5Guardians'' gives the Incineration Cannon an overcharge alt-fire.

** Similarly, some of Taito's lesser-known shooters feature the collection of power-ups (''MetalBlack'') or absorbing of enemy shots (''GridSeeker'') to power up a large-scale [[WaveMotionGun laser beam]]/[[MacrossMissileMassacre bombardment attack]].

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** Similarly, some of Taito's lesser-known shooters feature the collection of power-ups (''MetalBlack'') (''VideoGame/MetalBlack'') or absorbing of enemy shots (''GridSeeker'') (''VideoGame/GridSeeker'') to power up a large-scale [[WaveMotionGun laser beam]]/[[MacrossMissileMassacre bombardment attack]].

* ''VideoGame/RType'' was pretty much the trope maker for shooters with its charge-up Wave Cannon, an extremely powerful weapon designed to give the player a better chance than the standard popgun when they lose their powerups on death.

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